This is will be for posting screenshots and updates of any kind about the participants' games. At the end of the contest please be sure to post your game here in this thread. Your game must be posted here by 12:00AM UTC November 1, 2013. And not a minute more. The latest version of the game that is posted here will be judged. Therefore, feel free to post as often as needed until the deadline. For anyone still wanting to join the contest, they are free to do so. If you have not posted in the other thread, feel free to post here with your update (of any kind) of your game and who will be on your team (if you have a team).

Can't wait to see the entries! Code hard and have fun!

Edited by Alpha_ProgDes, 18 January 2014 - 09:36 PM.

Beginner in Game Development? Read here.Super Mario Bros clone tutorial written in XNA 4.0 [MonoGame, ANX, and MonoXNA] by Scott Haley
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How on earth can you go around telling lies, be shown that they are lies, then continue to ignore the evidence to the contrary. I'm not qualified to deal with this, sorry. - HodgmanNever crash to desktop. That's the equivalent of a Starbucks rep punching you in the face when you try to order a coffee with soymilk when they run out of soymilk. - KoobazaurFor programmers, R & D means "Research & Duplicate".Just remember... XML is like violence. If it doesn't work, you just aren't using enough of it... - MoeEvery time I go into my account settings I feel like I've never used the internet before. - booleanPerson X: Do you want to live forever?
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That allows for the animated background to be black holes, the ball will be a star, and the paddles will be giant alien ships.

Here is the preliminary design:

Your "ball" is going to be a star that is going to explode at a certain time. The alien paddles are going to be trying to knock the star over into their opponents quadrants to get the star to explode there. Moving the star back out of the quadrant will expend energy from the ship. The energy controls the reset ability and the shields. When the star explodes then the ship with the weakest shields will be destroyed, or if the ship runs completely out of power then the star will explode in that players quadrant.

The time powerups can accelerate the rates of the ships or cause the decay of the star to speed up/slow down. Other powerups could include energy for the ships.

Difficulties levels can be implemented by using different sizes/speeds of ships for the opponent, changing the speed of the player ship, altering the starting shield strength for the player, and decreasing the amount of time the star has before it explodes.

Whipped up some concept art on the game field. The background will be animated, meaning the ball objects will fly around with mixed velocity giving some cool effect. I definitely feel the paddles are to bland. They'll get some more graphics as soon as i figure out how they'll look.

My favorite program for making game graphics (I am not an artist!) is Inkscape: http://inkscape.org/

I find that using a vector graphics program allows me to really tune the graphics to get what I am looking for. There is also a lot of effects that you can apply to the images and it is all fairly painless. Working with something like GIMP or Photoshop for me is hard because I am not good at traditional painting.

The main thing I try to keep in mind when working on a game is color schemes. I like to try to make all of my colors work together. A good way to do this is something like http://colorschemedesigner.com/

Here is a "behind the scenes" look at my process of creating artwork in Inkscape:

Messed up and recorded it without sound, and don't feel like going back and fixing it right now, lol. Anyway, just showing the start menu is functional (will make the Instructions screen more in depth and appealing later). Will probably upload a video of the game screen this week.